Mod Ideas

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Mod Ideas

Postby yeager » 19 Jun 2015, 02:28

I can't currently make mods but I have way too many ideas in my head, so I am putting them here.
T3 land scout:
This would be for all factions, and it would be more costly, but have wider view and omni range than air scouts
Seraphim: This would be the best and most expensive, costing 5-10% more(since seraphim lack any special intelligence gear in the late game) It would have Stealth and Cloak, at -300e (Sounds OP until you realize all factions now have mobile omni, so it will be detectable if the other player build t3 scouts of there own) It would be amphibious, would sit on the water (vulnerable to surface fire) and have a small speed reduction on the water. It would have a weapon, dealing around 100dps on a range of about 10. basicly it isn't cost effective at all unless the other play has absolutely 0 t3 scouts (air or land) of his own, can be used for running in and sniping shields, maybe.
Cybran: Also amphibious, It would have stealth and a weapon that deals around 120dps, would demand-150e, and have a death weapon of moderate damage (cause its not like cybrans have enough units with death weapons). It would travel under the water and be slowed like the seraphim version.
Aeon: Comparable health, and amphibious, this has a shield that covers the front, top, and bottom of the unit, but barely cover the sides and back, giving the unit longer survivability, (at least from that direction) amphibious and housing torpedo defense, not slowed on water like the rest.
uef: This is meant to be the worst scout. Not amphibious, has a 180dps gun, and a slightly bigger view range.

Aeon t3 shields: A one sided shield that is very powerful, this would give aeon a solution to bricks, although it would be counted by flanking, gunships, or anything that doesn't attack directly from the front.
Buff to seraphim mobile shield too.
Aeon t2 Pd: Mr. croud control: this would be like a 1.5Pd, large blast radius, but pitiful damage, making it god like against t1 (range would be the same as t1 mobile arty) I would also swich around the regular pd, giving better damage and higher cost, essentially giving aeon 1.5 and 2.5 pd, ( a combination would be needed for things like shield+Pillar because the 2.5 would be better against shield and 1.5 better against pillars.

Shield on seraphim t2 and uef t3 gunship: this would be similar to that of the aeon scout, covering the bottom, and front, but not the back half of the aircraft, making the gunships weak vs asf that are microed but better against ground units (would come with an increase in cost, making the seraphim a 2.5 vs ground but regular weak self against air, and making the uef a bit of a high cost, high reward, unit.

cybran pit-stop: this unit would nothave engineering suit, but the ability to repair damaged units quickly on the battlefield, letting them attack again faster.
mines: this was kinda an experiment in black ops, thought it was cool (would be for only 2 factions, I am thinking uef and aeon but that is subject to change) They would have stealth so they couldn't be seen without omni (duh) would probably fall in t3, and act kinda like stationary stealthed fire beetles. Uef would do more damage, aeon would have a bigger blast radius.

Burrowing missile bomber: like a torpedo bomber on land, these would have a shell that went underground and be used against shields, these wouldn't really be cost effective except in 2 ways: the have enough rang to get their slavo off just before or as flak can hit them, making them a expensive but interesting counter, and shields sniping, this is for when that dirty uef or seraphim noob has 20+ shields covering 20 pd and you can't get through, the bombers missile goes underground, under the shield, and blows it up. I am nut sure if shields extend underground, if they do than the shells can have anti shield properties like the aeon tank that is so god-for-saken. Would be for t2 but have the price of a small t3. (would be for 2 factions, Maybe cybran and seraphim? uef has the best defense so they can't have it and aeon already has tank, so these seem like the most logical factions.) also these could act as torpedo bombers but would be nearly useless compared to their cost (although they could get their bombs off to kill cruiser, but only if cruiser stand still and they will still die most of the time.
anyways these are my ideas, tell me what you think or if your interested in any of em. :D :D
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Re: Mod Ideas

Postby Resin_Smoker » 19 Jun 2015, 10:18

No, no and no!
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Re: Mod Ideas

Postby speed2 » 19 Jun 2015, 10:23

You went Ithilis Im afraid, so the only chance for these mods to be ever created is you making them :D
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Re: Mod Ideas

Postby yeager » 19 Jun 2015, 14:24

Hmmm... That's bad *sits in the corner and re-evauates my life choices....
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Re: Mod Ideas

Postby =M.V.K.= » 01 Jul 2015, 07:14

Haven't quite read all the post, but think the Burrowing idea is nefty..

Seems like it would need more usages, otherwise it just sounds for like anti-shields(Anti-Shield Missiles anyways), unless that's all you are say wanting, which is fine; seems like an idea that would be of interest to say have..

Thx..
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Re: Mod Ideas

Postby yeager » 01 Jul 2015, 22:37

=M.V.K.= wrote:Haven't quite read all the post, but think the Burrowing idea is nefty..

Seems like it would need more usages, otherwise it just sounds for like anti-shields(Anti-Shield Missiles anyways), unless that's all you are say wanting, which is fine; seems like an idea that would be of interest to say have..

Thx..

I'm open to more ideas, maybe they could drop there salvo really early, but be very low health, so if you put aa right next to or behind smd or arty they could get there shells off to kill it where normal bombers would fail, but they would generally not be cost effective except for in such circumstances becaus p the low health and high cost
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Re: Mod Ideas

Postby =M.V.K.= » 02 Jul 2015, 04:45

Yea, about all I could come up with. I like the idea, there are units in the release say for single purpose and I think that will go that way in some ideas though, which is still good to me but on broader ideas, I don't know..

Maybe if they could be used some other way then just that for being "effective" , basically, Shield like Striffing(Strife) , might be more of interest..

But again, other then ideas of like a "Turtle Buster" interest of "Somethings.." , I don't know off hand..

I might try to post some more though here in a few but getting busy and been long day..
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Re: Mod Ideas

Postby ZLO_RD » 02 Jul 2015, 07:11

Burrow missiles would have technical difficulties to implement.
Can you know when missile is underground?
So it can deside if it should go thought shield or not
(Shield is a bubble, it extends underground too)
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Re: Mod Ideas

Postby yeager » 02 Jul 2015, 22:39

Not sure, but would it be possible to just make the shells immune to shielding entirely? Then you just have to give an appropriate cost so that you have to use them only in correct sircumstances or you waste money ( kinda like torp bombers). It could also have intel properties like the lobo, or an emp, making them the perfect bomber escort for assassinations
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Re: Mod Ideas

Postby =M.V.K.= » 02 Jul 2015, 23:29

ZLO_RD wrote:Burrow missiles would have technical difficulties to implement.
Can you know when missile is underground?
So it can deside if it should go thought shield or not
(Shield is a bubble, it extends underground too)


Well, "Force Attack" would seem like it would present a means on what to decide...least to me at the time anyways..

yeager wrote:Not sure, but would it be possible to just make the shells immune to shielding entirely? Then you just have to give an appropriate cost so that you have to use them only in correct sircumstances or you waste money ( kinda like torp bombers). It could also have intel properties like the lobo, or an emp, making them the perfect bomber escort for assassinations


And immune or not would seem rather a decision could be found from "Force Attack..."..

Which might still be of interest in escort usages..right??

Can't remember what "Torp Bombers" do on force attack..might be patched or modded for any difference though..

Least think there is still "Force Attack..." anyways..sorry.. Probably isn't all but I'm not sure..I know I tried to use, seemed only worked though once and awhile for some reason..
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